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About Hakon "Tormveir" HakonsonHakon Tormveir Hakonsson
DEFENSE AC 17 (21 with spells), touch 12 (16 with spells), flat-footed 15 (19 with spells)
OFFENSE Speed 30 ft., Reach 5
Special Attacks : mark of Censure, 1/day demoralize as a swift action
enduring crane strike: , successful melee strike heal 1d6 + initiation mod to self or 1 ally in 30’ encouraging roar: , all allies in 30’ get a +2 morale bonus to attacks and damage Tactical Strike: , attack grants ally in 10’ ability to move 10’ Demoralizing Roar: , DC 15 wil save or be shaken on a successful attack Tactical Strike:
attack and 1 ally in 10’ gets to move 10’ without AoO Stances: 1st: Silver Crane Waltz:
+4 to initiative, +2 to Ref saves and AC Summoner Spells Known(CL 3; touch +6, ranged touch +4; concentration +7): 1st (4/day)-- Mage Armor, Shield, Rejuvenate eidolon (lesser), longarm 0th (at will)--light, read magic, mage hand, detect magic, resistance, open/close Spell-Like Abilities (Caster level 3) At will - Detect Evil, Summon Monster 2 (6/day) STATISTICS Str 17 (+3), Dex 15 (+2), Con 13 (+1), Int 12 (+1) Wis 14 (+2), Cha 18 (+4)
omen(faith): , reactionary(combat), +1 to intimidate, and it’s a class skill, 1/day can demoralize as a swift action vainglorious (drawback): , -1 to bluff, disguise, and stealth checks and illusion DCs because HONOR Illuminator(religion):
+2 to diplomacy Skills Bluff (Cha),Craft (Int)(bg), Diplomacy (+12), Fly (Dex), Handle Animal (Cha)(bg), Heal (Wis), Intimidate (+19), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int)(bg), Knowledge (geography) (Int)(bg), Knowledge (history) (Int)(bg), Knowledge (local) (+5), Knowledge (nature) (Int), Knowledge (nobility) (+7)(bg), Knowledge (planes) (+5), Knowledge (religion) (+5), Linguistics (+7)(bg), Perception (+16), Profession (Wis)(bg), Ride (Dex), Sense Motive (+6), Spellcraft (+5), and Use Magic Device (+8).; Racial Modifiers +8 to intimidate and perception in eidolon stats without Eidolon:
Senses: Init +6 AC 16, touch 16, flat-footed 16 (+4 Mage Armor, +2 Shield spell, +0 Dex) hp 39 (3d10+6+3) Fort +6, Ref +2(+4 with silver crane waltz), Will +6 Str 14 (+2), Dex 15 (+3), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 18 (+4) Base Atk +3; CMB +5; CMD 16 Skills Bluff (Cha),Craft (Int), Diplomacy (+12), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (+11), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (+5), Knowledge (nature) (Int), Knowledge (nobility) (+7), Knowledge (planes) (Int), Knowledge (religion) (+5), Linguistics (+7), Perception (+8), Profession (Wis), Ride (Dex), Sense Motive (+6), Spellcraft (+5), and Use Magic Device (+8).; Racial Modifiers Languages Illuskan (free),Bothii, Orcs, Dwarven, Celestial SQ Aura of good, guardian shield (5/day 8 Thp + protection from evil to 1 ally in 60’ when i initiate a strike + remove shaken), renew maneuvers, aura of courage (10’), Divine Health Gear: bastard sword, light spiked steel shield, composite (+3) longbow, phylactery of faithfulness, 2 potions of lesser restore eidolon; weight of gear X lbs; X.XXgp Special Abilities Aura of Good (Ex) The power of a paladin’s aura of good is equal to her paladin level.. Detect Evil (Sp): At will, a paladin can use detect evil as the spell. As a move action, she can focus on an object or person within 60 feet and determine if it’s evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing one object, she cannot detect evil on any other object or person in range. Divine Grace (Su) : At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex)
knight disciple abilities:
Class Skills A knight disciple gains 2 additional skill ranks each level. Maneuvers
Once the knight disciple knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by knight disciples is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A knight disciple’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. The knight disciple learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through knight disciple levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A knight disciple must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the knight disciple can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the knight disciple need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A knight disciple’s initiation modifier is Charisma, and each knight disciple level is counted as a full initiator level. Maneuvers Readied A knight disciple can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A knight disciple must always ready her maximum number of maneuvers readied. She readies her maneuvers by performing weapon drills or praying to her deity for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The knight disciple does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in prayer and practice, she can change her readied maneuvers. A knight disciple begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below). In order for the knight disciple to recover maneuvers, she must project her power, protecting her allies from harm as a full-round action. When she does so, she recovers a number of expended maneuvers equal to her knight disciple initiation modifier (minimum 2) and each ally within 30 feet gains a sacred bonus equal to the knight disciple’s initiation modifier (minimum 1) to their AC and on saving throws for one round. Alternately, the knight disciple may focus inward and recover a single maneuver as a standard action. Stances
Unlike with maneuvers, a knight disciple cannot learn a new stance at higher levels in place of one she already knows. This ability replaces spells. Crusader’s Training
Improved Guardian’s Shield (Su): Allies under the effects of the knight disciple’s guardian’s shield ability also gain the benefits of a protection from evil spell for the duration of the shield.This ability replaces divine bond. Guardian’s Shield (Su)
A guardian’s shield grants the affected ally a number of temporary hit points equal to twice the knight disciple’s initiator level. These temporary hit points do not stack with other temporary hit points, and vanish when the shield’s duration expires. The knight disciple can use her guardian’s shield ability a number of times per day equal to 1/2 her class level (minimum 1) + her knight disciple initiation modifier. This ability counts as the lay on hands class feature for the purposes of the Extra Lay on Hands feat.
Spell Familiarity (Ex)
Mark of Censure (Su)
Merciful Shield (Su)
summoner abilities:
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link. Evolutions: 1 point evolutions Skilled (perception) 2 point evolutions
gear:
1500 gp -50 gp greatsword -400 gp composite (+3) longbow -1000gp phylactery of faithfulness - 50gp 2 pots of lesser restore eidolon appearance and personality:
Hakon prefers to be in his eidolon when he’s awake. The armor appears like a gleaming suit of bulky gray full plate with a winged great helm. The armor is stylized with Torm’s holy symbol and celestial imagery. The flesh that’s exposed is golden-hued and powerful, rippling muscle. His eyes often glow with a golden light and his expression is resolute and stern, but kind and benevolent, too. His voice is deep and commanding. He stands well over 6 feet tall and wears a dark grey cloak, as befitting a low-ranking member of Torm’s church. He has a bastard sword strapped to his back, and spiked light steel shield on his arm. When he’s not in armor, Hakon wears simple leathers and furs. He has a quiet calm and intensity about him. He has close-cropped golden hair and a small beard about his mouth. background:
Hakon never knew his mother. He knew he had to have had one, after all he grew up in a grungy tavern in the seedy part of Sundabar, he understood the birds and the bees. Still, having one, and knowing who she was were two very different things. For all he knew, she could have been one of the tavern wenches at the Opened Gate. If she was still there, none of them ever let on that they knew or cared for him. His father, Hakon Half-Ear (the grizzled and mean-tempered tavern owner) never told him either. Most of what Hakon did get from his father was the back of the man’s hand, or the brunt of his boot. Hakon learned early on that it was best to not ask the drunkard questions, and that he was neither wanted nor needed at the tavern. He spent most of his time on the streets of Sundabar. That meant he had an odd place amongst the other street children he befriended. He wasn’t an orphan, nor was he homeless. But, he didn’t really have a home, either. Generally, though, he was accepted, and made friends easily. Especially when he managed to pass out all the scraps from the tavern at the end of the day. The Lions, as he called his closest friends, were his “gang”. They were street children, all orphans, who he had befriended through hardship and dedication. Some, he had started to hang around and share food with, winning them over through compassion and kindness. Others, he’d won over in the time-honored tradition of punching them until they saw reason and realized it was better to be friends than enemies. All of them, however, he defended like a warrior to his ring-giver. He wasn’t the always the smartest of his group, and he rarely was the strongest or tallest. But, he was the bravest. He had decided from the start that might, did not make right, and the strong shouldn’t prey on the weak. He decided to be the exact opposite of his father in every way. The Lions loved him for it, and easily made him their leader. Such went on for several years, the Lions fiercely loyal and defending themselves from the other gangs of street children. They never stole or begged, “because they had principles”, so they were largely ignored by the thieves’ guilds and crime gangs. They stuck together and made sure to never be out at night or in anything less than groups of four, always staying away from rich adults who traveled in rough circles, or smiled too much at people who were too dirty. There were stories about what happened to children who didn’t avoid those people.. Even if they weren’t true, it was better to be safe, than sorry. The last thing Hakon wanted was for any of the Lions to end up sold to the mines or the army, or snapped up by some cultist… or worse. All of this changed in his 11th winter. Ake, one of the youngest of the Lions, was getting shaken down by a man in crimson plate armor. Thinking the worst, Hakon jumped in between the two and told the man to “sheath his sword in Auril’s pond!” The most bizarre thing happened, though: an eagle with feathers of silver and gold burst down from the sky and flapped at the armored man until he backed away. All three stood in mute shock for a moment as the bird hovered for a moment, dipped in a sort of bow towards Hakon, and then shot up into the sky. Ake and Hakon ran away in the confusion, but things were different after that. The Lions looked at Hakon a bit differently, some even thought he was a witch. And, everywhere Hakon went, the man in red armor seemed to be near. At the market, Red was on the other side talking to a merchant. On the street, Red would be talking to one of the Stone Shields in the distance. He even spied Red in Half-Ear’s tavern a few nights. The bird kept coming, and so did other things: a dog that seemed a bit too intelligent, a cat that had golden eyes, and a pure-white horse; all at the most opportune times, and all disappearing as quickly as they had come. As time went on, the Lions became fewer and fewer; the animals were strange and in the North “strange” usually meant “demon” or “witch”. Neither were things good, sensible people wanted to be around. By winter of this twelfth year, the Lions were all but gone, and Hakon was feeling very, very lost. So, he couldn’t really be blamed for snapping and confronting the man in red armor one frozen night. Bane’s Codpiece! What do you want?! He’d shouted. You can find a coinlass on every street. Or lad. Whichever. Old Yorvik, the butcher, will sell you a sheepskin for a few coppers. The man in red armor laughed. Do you kiss your mother with that mouth, Hakon? He didn’t sound evil, or like the rich men who looked too long at street children. He sounded like someone who seemed... nice. How do you know my name? Except, of course, that the strange man in red armor knew Hakon’s name. He bunched his fists, ready to fight. It’s not hard to learn the name of the Pride of the Lions of Sundabar. Red man laughed. A boy as young as you, forming a street gang that doesn’t steal, or beg[/ib] or accept even a copper for helping people? That’s a rare thing. He chuckled and shook his head. There isn’t a real thieves’ guild here to hide from, boy, and the Stone Shields never bothered with you because you didn’t commit any crimes. But, they knew who you were all the same. He shrugged, the motion sent piles of snow unto the ground. Besides, once I saw a celestial eagle comes to your call, I needed to learn more. You, glow. Hakon had heard enough. Red Armor was just like the others! He backed away, fists balled, ready to fight. I didn’t.. What are you talking about? The eagle that came the first time we met. You spoke in the tongue of Heaven and the bird came. You have a gift, a glow. He kept his gauntleted hands at his sides, almost inviting Hakon to strike. You have been blessed with a connection to Heaven. I would like to help you harness that connection for good. Connection? Tongue of Heaven? What… You’re insane! Hakon raised his fist, and charged. What language are we speaking right now? Red Armor stood calmly as the weight of his words sank on Hakon’s ears. The fight left Hakon instantly as realization came to him: [i]Ahuni bemini k’wanik’wa newi iyetenagerini yalenewi? It wasn’t Iluskan, nor anything else he’d heard on the streets of Sundabar. The words rang like a choir of perfect voices all speaking in choral harmony like a combination of a song, a marching tune, and something else: warm and perfect and good. Something he couldn’t define but knew, deep in his heart, was where he wanted to be. Hakon stumbled back into the side of a building and heard metal clattering against stone. He raised his armored hands to his eyes in shock. What? What’s going on? Hakon, my name is Asger Brynjarson, I am a priest of Torm, and I can help you. You have summoned the armor of Heaven… that’s amazing. It’s rare for anyone to do this, let alone someone as young as you. He held out his hand, and Hakon backed away. Please, let me help you. Hakon looked down at his glowing armored body. Try as he might, he didn’t know how to get rid of it. He was stuck. Fine, but no funny business! I’m no coinlad! Never! I won’t force you to do anything you don’t want. You don’t need to worship Torm, or anyone, nor will I send you to the Stone Shields or anyone else once you’ve learned control. Your choices and your life are your own. You can leave anytime you wish if you ever feel uncomfortable or pressured. But, you must learn control, however you do that. Hakon nodded in defeat. He had no choice. We have to help my friends, first. Asger unhooked his helm and smiled kindly. Of course. That was thirteen years ago, and Hakon was happy he’d made the choice. True to his word, Asger found good homes for the Lions (at least, those that wanted homes). And, he never pressured or forced Hakon. That’s not to say Hakon’s training went smoothly. He tried to quit several times. But, each time, Asger was there, patiently listening to Hakon’s fears and frustrations, offering a calm soothing word when needed, or gentle, fatherly hug at others. When Hakon was insolent, Asger was stern and firm, but never cruel or brutal. In time, the scars from his life with Half-Ear began to fade, and Hakon came to see Asger as not just a mentor, but a father as well. His proudest moment, even beyond when he’d finally mastered summoning his armor, was when he’d told Asger that he wanted to pledge himself to Torm’s service as a paladin. Asger had openly wept that day, and Hakon did the same. For the first time since he could remember, Hakon felt whole. Now, he’s served in the Halls of Everlasting Justice with unswerving faith and loyalty, obeying each lawful command eagerly and without forethought. He has striven to live his life according to Torm’s edicts, despite his foul mouth. Lately, though, he has begun to aspire for more than simple service to the church. He’s frequently been returning back to memories of his childhood, and the Lions… He wants to build a home for street children, one that teaches children a craft to use as adults, and allows them to choose their adoptive parents and not the other way around.
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